(10-20-2011 01:28 PM)Rakaesa Wrote: I don't think Amnesia is meant for an action game where you have to kill the monsters...Amnesia is about the subtle creaking noises, the opening doors, the gusting wind...The fear.

This seems like it destroys the entire idea of Amnesia and what its editor is made for, to be used by us.

I don't think i'd like to play an action game. If I wanted to play something like this, i'd go find another game where you went to monsters lairs and killed them.

Amnesia is horror, not fighting and action.

Aren't you a hammer on creativity? I think you have misunderstood the concept of this story. The engine wouldn't even allow me to create such a game you describe, there are limits. Hopefully you'll see this story in a new light once you have accustomed yourself to the editor and created a few stories

(10-20-2011 01:28 PM)Rakaesa Wrote: I don't think Amnesia is meant for an action game where you have to kill the monsters...Amnesia is about the subtle creaking noises, the opening doors, the gusting wind...The fear.

This seems like it destroys the entire idea of Amnesia and what its editor is made for, to be used by us.

I don't think i'd like to play an action game. If I wanted to play something like this, i'd go find another game where you went to monsters lairs and killed them.

Amnesia is horror, not fighting and action.

Aren't you a hammer on creativity? I think you have misunderstood the concept of this story. The engine wouldn't even allow me to create such a game you describe, there are limits. Hopefully you'll see this story in a new light once you have accustomed yourself to the editor and created a few stories

Actually no, i've already started making a new story and I've been using the editor. I've also played many decent custom maps, none of which are modern or involve actually harming the monsters.

the idea of yours is pretty....Unconventional and not quite what people expect from an amnesia map.

(10-20-2011 01:28 PM)Rakaesa Wrote: I don't think Amnesia is meant for an action game where you have to kill the monsters...Amnesia is about the subtle creaking noises, the opening doors, the gusting wind...The fear.

This seems like it destroys the entire idea of Amnesia and what its editor is made for, to be used by us.

I don't think i'd like to play an action game. If I wanted to play something like this, i'd go find another game where you went to monsters lairs and killed them.

Amnesia is horror, not fighting and action.

Aren't you a hammer on creativity? I think you have misunderstood the concept of this story. The engine wouldn't even allow me to create such a game you describe, there are limits. Hopefully you'll see this story in a new light once you have accustomed yourself to the editor and created a few stories

Actually no, i've already started making a new story and I've been using the editor. I've also played many decent custom maps, none of which are modern or involve actually harming the monsters.

the idea of yours is pretty....Unconventional and not quite what people expect from an amnesia map.

(10-20-2011 01:28 PM)Rakaesa Wrote: I don't think Amnesia is meant for an action game where you have to kill the monsters...Amnesia is about the subtle creaking noises, the opening doors, the gusting wind...The fear.

This seems like it destroys the entire idea of Amnesia and what its editor is made for, to be used by us.

I don't think i'd like to play an action game. If I wanted to play something like this, i'd go find another game where you went to monsters lairs and killed them.

Amnesia is horror, not fighting and action.

Aren't you a hammer on creativity? I think you have misunderstood the concept of this story. The engine wouldn't even allow me to create such a game you describe, there are limits. Hopefully you'll see this story in a new light once you have accustomed yourself to the editor and created a few stories

Actually no, i've already started making a new story and I've been using the editor. I've also played many decent custom maps, none of which are modern or involve actually harming the monsters.

the idea of yours is pretty....Unconventional and not quite what people expect from an amnesia map.

that's what makes it so awesome and original though! because no one has ever even atempted doing something along these lines. and just because it's an amnesia custom story doesn't mean it has to be just like amnesia. for example, dark room, that map had absolutely no scare value and was only made to be a funny little treat. then there are maps like white night that don't try to scare you but are made to only tell a story. hell i've even seen someone make a love story using HPL2! so stop being so closed minded and leave a little room for creativity.

I'm not attempting to troll at all, you're merely being too ignorant to think that I can have any sort of criticism about your map. So it MUST be perfect, or i'm considered a troll, right?

I've already played White Night, as I told you I have experience playing quite a few custom maps, mainly the greatest ones talked about.

White Night was amazing.

Your map is not White Night.

Your map does not share any concept with that game aside from the fact it's modern.

Step down from your damn "Holy Throne" you appear to think you're sitting on, stop being so ignorant, and take criticism like a man for gods sakes. It's not trolling if someone has a different opinion from you, you're just really arrogant.

Edit: Here's some proof to back up what i've been saying, quoted from the first post:

"Stuff I have thought about:- I want to make a setting mixed with futuristic/classic influences. It would create some really unique environments as the story would aim at not containing any amnesia content at all. Textures go a long way at creating environments, but it will gimp playtime.
- I want to make a trainstation and a rideable train. The opening scene would be really beautiful using this environment.- I want to create a new unique lantern, which functions in a different way than the original one.- Create a new hudsystem.- New gameplay type: Instead of solving puzzles and running from monsters it is your job now to seek out the monsters. Environments should be traversable in many different ways, ergo reaching the lair in each environment could differ greatly dependent on player choice (using tools to climb surfaces, welder to cut your way through stuff etc)."

I bolded and underlined the part that says you're SEEKING OUT THE MONSTERS.